DayZ 1.30
DayZ Explorer by KGB
 
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◆ OnEndServer()

override void CheckIfDoorIsLocked::OnEndServer ( ActionData action_data)
protected

См. определение в файле ActionOpenDoors.c строка 179

180{
182
183 void ActionOpenDoors()
184 {
185 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
186 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
187 m_Text = "#open";
188 }
189
190 override void CreateConditionComponents()
191 {
192 m_ConditionItem = new CCINone();
194 }
195
196 protected bool CheckIfDoorIsLocked()
197 {
198 return true;
199 }
200
201 protected bool CreatesNoise()
202 {
203 return true;
204 }
205
206 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
207 {
208 if (!target)
209 return false;
210
211 if (!IsBuilding(target))
212 return false;
213
214 BuildingBase building;
215 if (Class.CastTo(building, target.GetObject()))
216 {
218 doorParams.m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
219 if (doorParams.m_DoorIndex != -1)
220 {
221 if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
222 return false;
223
224 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
225 return false;
226
228 doorParams.m_Caller = player;
229
230 return building.CanDoorBeOpened(doorParams);
231 }
232 }
233
234 return false;
235 }
236
237 override void OnStartServer(ActionData action_data)
238 {
239 super.OnStartServer(action_data);
240
241 BuildingBase building;
242 if (Class.CastTo(building, action_data.m_Target.GetObject()))
243 {
245 doorParams.m_DoorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
246 if (doorParams.m_DoorIndex != -1)
247 {
249 doorParams.m_Caller = action_data.m_Player;
250 if (building.CanDoorBeOpened(doorParams))
251 building.OpenDoor(doorParams.m_DoorIndex);
252 }
253 }
254 }
255
256 override void OnEndServer(ActionData action_data)
257 {
258 super.OnEndServer(action_data);
259
260 m_NoisePar = new NoiseParams();
261 m_NoisePar.LoadFromPath("CfgVehicles SurvivorBase NoiseActionDefault");
262 NoiseSystem noise = g_Game.GetNoiseSystem();
263 if (noise && CreatesNoise())
264 {
265 if (action_data.m_Player)
266 {
267 Object targetObj = action_data.m_Target.GetObject();
268 noise.AddNoisePos(action_data.m_Player, action_data.m_Player.GetPosition(), m_NoisePar);
269 }
270 }
271 }
272
273 override bool IsLockTargetOnUse()
274 {
275 return false;
276 }
277}
278
279class ActionLockedDoors : ActionOpenDoors
280{
281 override bool CheckIfDoorIsLocked()
282 {
283 return false;
284 }
285
286 override protected bool CreatesNoise()
287 {
288 return false;
289 }
290}
void BuildingBase()
string m_Text
Определения ActionBase.c:57
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
Определения ActionBase.c:1290
bool IsBuilding(ActionTarget target)
Определения ActionBase.c:1280
ref CCIBase m_ConditionItem
Определения ActionBase.c:63
ref CCTBase m_ConditionTarget
Определения ActionBase.c:64
int m_StanceMask
Определения ActionBase.c:61
override bool IsLockTargetOnUse()
Определения ActionOpenDoors.c:196
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionOpenDoors.c:129
override void OnStartServer(ActionData action_data)
Определения ActionOpenDoors.c:160
override void OnEndServer(ActionData action_data)
Определения ActionOpenDoors.c:179
ref NoiseParams m_NoisePar
Определения ActionOpenDoors.c:104
override void CreateConditionComponents()
Определения ActionOpenDoors.c:113
bool CreatesNoise()
Определения ActionOpenDoors.c:124
void ActionOpenDoors()
Определения ActionOpenDoors.c:106
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
Определения ActionOpenDoors.c:103
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
Определения ActionTargets.c:125
DayZGame g_Game
Определения DayZGame.c:4074
class NoiseSystem NoiseParams()
Определения Noise.c:18
PlayerBase m_Player
Определения ActionBase.c:40
ref ActionTarget m_Target
Определения ActionBase.c:39
Определения ActionBase.c:22
bool CreatesNoise()
Определения ActionOpenDoors.c:23
bool CheckIfDoorIsLocked()
Определения ActionOpenDoors.c:18
Определения ActionOpenDoors.c:2
Определения CCINone.c:2
Определения CCTCursor.c:2
Super root of all classes in Enforce script.
Определения EnScript.c:11
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
Определения Noise.c:2
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:114
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.